cover
Contact Name
Anggi Zafia
Contact Email
zafia@ittelkom-pwt.ac.id
Phone
+6281327627389
Journal Mail Official
journalofinista@ittelkom-pwt.ac.id
Editorial Address
Gedung DC Lantai 1 Jl. DI Panjaitan No.128, Karangreja, Purwokerto Kidul, Kec. Purwokerto Sel., Kabupaten Banyumas, Jawa Tengah 53147, Indonésia
Location
Kota bandung,
Jawa barat
INDONESIA
Journal of Informatics, Information System, Software Engineering and Applications (INISTA)
Published by Universitas Telkom
ISSN : -     EISSN : 26228106     DOI : https://doi.org/10.20895/inista
Core Subject : Science,
Journal of Informatics, Information System, Software Engineering and Applications (INISTA) is a scientific journal published by Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) of Institut Teknologi Telkom Purwokerto with ISSN 2622-8106 , Indonesia. Journal of INISTA covers the field of Informatics, Information System, Software Engineering and Applications. First published will be in September 2018 for an electronic version. The aims of Journal of INISTA are to disseminate research results and to improve the productivity of scientific publications. Journal of INISTA is published twice in Mei and November. Publication will be published "Volume 2 number 2" in May 2020.
Articles 126 Documents
Sentiment Analysis Using Transformer Method Aljabar, Andi; Ali, Ircham; Karomah, Binti Mamluatul
Journal of INISTA Vol 6 No 2 (2024): May 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i2.1383

Abstract

This research delves into sentiment analysis, employing the transformative capabilities of transformer method. Specifically, leveraging BERT Models, the study aims to advance sentiment classification accuracy by intricately capturing contextual nuances and positive or negative comment on IMDB movies reviews. The transformer architecture's distinctive attention mechanism proves pivotal in comprehending intricate relationships between words, facilitating a profound understanding of sentiment in textual data. Through extensive experimentation, the study establishes the transformative prowess of these methods, showcasing their effectiveness in achieving state-of-the-art results in sentiment analysis tasks. This investigation not only contributes to the evolving landscape of sentiment analysis but also underscores the significance of transformer-based approaches in deciphering the subtleties of human expression within textual data specially for Bert models. This research will predict sentiment analysis on comment of IMDB movies and shows some results which are 3% of loss, 60% off loss validation, 98% of accuracy and 90% of validation accuracy
Analysis of NSL-KDD for the Implementation of Machine Learning in Network Intrusion Detection System Yuliana, Yuliana; Supriyadi, Dhoni Hanif; Fahlevi, Mohammad Reza; Arisagas, Muhamad Rifki
Journal of INISTA Vol 6 No 2 (2024): May 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i2.1389

Abstract

In the world of network data communication, anomaly detection is a crucial element in identifying abnormal behavior among the flowing data packets. Research in the field of intrusion detection often focuses on the search and analysis of anomalous patterns and the misuse of communication data. The research methodology in this study adopts CRISP-DM (Cross-Industry Standard Process for Data Mining) as the framework. The primary goal of this research is to conduct a comparative analysis of classification techniques to identify normal and anomaly records within network data. For this purpose, a publicly available standard dataset, NSL-KDD, is used. The NSL-KDD dataset consists of 41 attributes with relevance, and the 42nd attribute is used to identify normal class and four attack classes. The results of the analysis using the NSL-KDD dataset, applying the CRISP-DM methodology and machine learning techniques in the Network Intrusion Detection System, reveal that the Decision Tree model has the highest accuracy, achieving 100% on the training data and 80% on the testing data. These findings are compared with the results of using other models such as Random Forest, Logistic Regression, and K-Nearest Neighbor. This discovery has significant implications for enhancing NIDS's ability to recognize network threats and improve network system security.
Real Time Smart Trash Bins Monitoring System Using Fuzzy Logic Method in Kuripan Village Nugroho, Dwi Septiyan; Rosad, Safiq; Agustin, Ninik
Journal of INISTA Vol 6 No 1 (2023): November 2023
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i1.1392

Abstract

The rise of electronic technology has transformed people's lifestyles, and they now want convenience, automation, and flexibility, including when it comes to keeping the environment clean by disposing of rubbish where it belongs. However, despite the importance of this issue, awareness of the need to dispose of waste in its proper place remains low. Additionally, garbage bin supervision in Kuripan Village is still manual, exacerbating the problem of waste accumulation caused by the increasing population. To address this issue, we developed an IoT-based system that utilizes the Fuzzy Logic method. This mathematical approach enables the modeling of uncertainty in data processing. The system allows for real-time monitoring of the garbage load level, notifying staff when action is required. The Fuzzy Logic method is then used to determine the appropriate action based on the garbage load level and the last cleaning time. This research involves developing a prototype that uses NodeMCU ESP8266, HC-SR04 ultrasonic sensor, and LCD for data monitoring. The sensor testing demonstrated an accuracy of approximately 96.7%. The system includes an application interface with a login page, main dashboard, volume dashboard, and time dashboard.
Analysis and Design of UI/UX Sepran Application Using Design Thinking Method Hidayah, Annisa Nur; Arifa, Amalia Beladinna
Journal of INISTA Vol 7 No 1 (2024): November 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v7i1.1396

Abstract

Abstract Finance is something that must be thought about from a broader perspective. A low level of financial literacy can result in individuals making financial decisions using only speculation, not according to financial analysis sourced from historical data. If the decision taken turns out to be wrong or inappropriate, it will have an impact on financial health in the future. This statement can be overcome by using several financial management applications that provide features to view historical financial expenses and income in a certain period, one of which is the Sepran application: Expenses Manager. However, this Sepran application still has several shortcomings, such as not being able to connect to an e-wallet so that it can only be input manually, the font size and some icons that still look small, and the colours used in expenses. From these problems, a redesign of the Sepran application will be carried out using the design thinking method approach and the System Usability Scale (SUS) to measure the success rate of the designed interface. Design thinking has 5 stages, namely Empathize, Define, Ideate, Prototype, and Test. The first stage, empathize, is the stage of extracting problems. Define is the stage of defining problems, and ideate is the stage of determining ideas from problems that have been defined at the ideate stage. Furthermore, the prototype is a stage where ideas that have been determined at the ideate stage are implemented into low- and high-fidelity designs. The last is the test stage, where this stage will test using SUS through a prototype to get feedback and find out whether the design objectives have been achieved. The purpose of this research is to redesign the Sepran application to meet user needs and analyze the success rate of the interface using SUS. The results obtained an average score of 93.25 and a grade of A. This score indicates that the redesign of the Sepran application is in accordance with user needs.
Exploration of the Dempster-Shafer Theory for Diagnosing Hardware Damage: Comparative Study with the Certainty Factor Method Koidah, Koidah; Basir, Azhar; Jamil, Abdul
Journal of INISTA Vol 6 No 2 (2024): May 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i2.1401

Abstract

Comparative research is a research method that compares two or more research objects to expand understanding of them. In this context, we compare the Certainty Factor method and the Dempster-Shafer method in diagnosing computer hardware damage. The Certainty Factor method measures an expert's confidence in the solution that will be provided. On the other hand, the Dempster-Shafer method is a useful theory in situations where uncertainty dominates. This research focuses on comparing the effectiveness of the two methods in detecting computer hardware damage. An experimental approach is used to look for causal relationships between variables controlled by the researcher. The research results show that the Certainty Factor method has an average success rate of 14.51%, while the Dempster-Shafer method reaches 84.27% in terms of error difference. From these results, it can be concluded that the Certainty Factor method is more effective in diagnosing computer hardware damage. Keywords: INISTA, journal, MS.Word template
Utilizing Design Thinking and User Experience Research for Effective Agricultural Labor Recruitment Web Application Design Sabrina, Cut Luna; Astiti, Sarah
Journal of INISTA Vol 6 No 2 (2024): May 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i2.1442

Abstract

The agricultural sector faces a significant challenge in recruiting a skilled workforce, with both landowners and tenant farmers struggling to find new laborers. Factors such as inadequate rural infrastructure and facilities, coupled with limited technology adoption, have diminished the appeal of working in the agricultural sector. Consequently, agricultural productivity has declined due to a shortage of adequate labor. To address this issue, a prototype web application named “Partner Tani” was designed to facilitate labor recruitment for farmers. The application design process employed the Design Thinking methodology and the User Experience Questionnaire (UEQ) to thoroughly understand user requirements. The design outcomes encompass both user interface and administrator interface components, developed using Figma. The prototype application features functionalities such as login, account registration, profile management, job posting and search, and complaint reporting. Evaluation using the UEQ revealed that the prototype application achieved exceptional scores across all user experience dimensions: Attractiveness (average score: 2,11), Perspicuity (average score: 1,42), Efficiency (average score: 2,33), Dependability (average score: 1,50), Stimulation (average score: 1,75), and Novelty (average score: 1,67). Average scores for Attractiveness, Efficiency, Stimulation, and Novelty fell within the “Excellent” range, while Perspicuity and Dependability scores were above average. These findings indicate that the “Partner Tani” application prototype holds promise in delivering a satisfying and efficient user experience for agricultural labor recruitment.
User-Centered Design for E-commerce Prototyping Risqia, Lutfi Windu; Astiti, Sarah
Journal of INISTA Vol 7 No 1 (2024): November 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v7i1.1453

Abstract

Re.wood is a wooden furniture business located in Tinggarjaya Village, Jatilawang District, Banyumas Regency that offers a variety of furniture products, ranging from chairs to wall hangings, to beautify interior and exterior spaces, but still has a limited market share. Re.wood currently uses a conventional sales process that is less effective and lacks information for customers, which causes a lack of sales levels for Re.wood. Designing a system before entering the system development stage is a must because it ensures that the resulting solution is relevant and effective in overcoming the problems users face. The problem can be solved by designing User Interface and User Experience of web-based e-commerce applications. The design method used by researchers is the user-centered design method. User-centered design is a method of focusing on the needs of potential users in the system design stage or process. The results of designing the user interface and user experience only include the user interface developed using Figma. The resulting website produces menus such as Home Page, login, Shop, Cart, Search, and Profile. This evaluation utilized the User Experience Questionnaire (UEQ) methodology to assess various aspects of the system. The resulting values (1.55 for Efficiency, 1.54 for Attractiveness, 1.49 for Clarity, 1.33 for Accuracy, 1.5 for Stimulation, and 1.15 for Novelty) represent the average UEQ calculation figures for each dimension. In other words, these numbers correspond to the results obtained through the UEQ, which helps evaluate user experience in terms of efficiency, attractiveness, clarity, accuracy, stimulation, and novelty. UEQ uses a Likert scale to measure user experience, and the resulting values show that the system performs well in most aspects. These findings indicate that the prototype meets the needs and provides a satisfying user experience.
Design and Building A 2D Game as Educational Media for The Babad Pasirluhur Folklore Using Construct 3 Chevin, Virginawan Alessandro; Permadi, Dimas Fanny Hebrasianto
Journal of INISTA Vol 7 No 1 (2024): November 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v7i1.1459

Abstract

Folklore can also be called a part of Indonesian culture that tells about entertainment, history and culture from a region in Indonesia. Indonesian folklore has educational value and cultural elements that can be studied. One way of learning about folklore can be implemented through games. Games can be used as an educational media because apart from producing information they can also be entertainment for those who play them. Based on the background, we have conducted interviews with teachers at Public Elementary School 2 Purwokerto Lor and obtained results regarding the need for media to introduce folklore. In this elementary school, the folklore about Babad Pasirluhur is not yet understood by students. So we propose to design a 2D game as an educational media for the Babad Pasirluhur folklore implemented into adventure genre. Therefore, the aim of this research is to design an educational adventure game for the Babad Pasirluhur folklore using the Game Development Life Cycle (GDLC) method. This game was build using the Construct 3 game engine because suitable for simple adventure game. The resutls obtained were that black box method functional with a success score of 100% from 5 testers. Meanwhile, the UAT test obtained results of 84,7% from 33 grade 4 students at Public Elementary School 2 Purwokerto Lor. The UAT test results stated that it was included in the “strongly agree” category. These results have been tested using the normality test and one sample t-test and the concluesion is that H0 is rejected and H1 is accepted. So the results of this game can be accepted as a learning media for the Babad Pasirluhur folklore by grade 4 students at Public Elementary School 2 Purwokerto Lor. Suggestions for further development are needed to improve the design to suit the character of grade 4 students based on the results of the UAT testing on the design section which got the lowest score is 84%.
Classification of Marine Fish Based on Image Using Convolutional Neural Network Algorithm and VGG16 Wibisono, Dimas Adira; Buhanuddin, Auliya
Journal of INISTA Vol 6 No 2 (2024): May 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i2.1466

Abstract

Marine fish are one of the many natural resources that frequently consumed by people. However, several types of marine fish are prohibited from consumption due to being nearly extinct. Additionally, some fish species contain high levels of mercury that can be harmful to human if consumed. Because of the large number of marine fish species, it becomes challenging to identify them without knowledge of fisheries. Moreover, computers have become highly advanced devices that facilitate various human activities. This advancement allows for the creation of systems capable of processing information from images, known as image classification. There are numerous methods that can be employed in designing an image classification system, one of which is transfer learning. This study was aimed to design an image classification system using the transfer learning method with a pre-trained VGG16 model and Convolutional Neural Network algorithm. The research results showed a training data accuracy of 100% and a validation data accuracy of 99.3%, with an overall accuracy of 84% and a loss value of 0.6591.
Implementation of Agile Methodology in the Design and Development of Web-Based New Student Admission Information System Kaazhim, Dzakiyyah Al; Nugroho, Nicolaus Euclides Wahyu
Journal of INISTA Vol 7 No 1 (2024): November 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v7i1.1468

Abstract

The infrastructure supporting communities and educational institutions is necessary for the Industry 4.0 era to increase the productivity of educational institutions. The new student registration process at TK Al-Fath is still traditional. It has several shortcomings, such as repeated visits by parents during registration, repetitive information delivery, and unorganized documents, leading to difficulties in data summarization. A web-based system is required to assist TK Al-Fath and prospective students' parents in the new student admission process. This information system will be developed using the Agile development methodology, which will include stages of planning, implementation, software testing, documentation, and deployment. By applying the Agile methodology, the developed information system meets user needs and can be quickly adapted according to changes and feedback received during the development process. This system is limited to serving as an information and registration center, developed from observation, discussion, and literature study. In the final stage, Blackbox testing and User Acceptance Testing (UAT) were conducted. In the Blackbox testing, there were nine functionality testing scenarios, all of which resulted in a 'Successful' status after being tested by 20 respondents. The design and development of the Web-Based New Student Admission Information System at TK Al-Fath were completed and accepted by users, with a total UAT percentage of 93.58%, falling into the 'Very Good' category.

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